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Regions...

Duchy of Urnst

Proper Name: Duchy Palatine of Urnst
Ruler: His Most Lordly Grace Karll Lorinar, the Duke of Urnst, Warden of the Abbor-Alz (CG male human Rgr13)
Government: Independent feudal monarchy with hereditary rulership, owing fealty (in theory only) to the old Great Kingdom; duke advised in all matters by the Honorable Chamber, a delegation of noble and high-born Suel
Capital: Leukish
Major Towns: Goldplain (pop. 6,700), Leukish (pop. 22,300), Nellix (pop. 13,400), Nyrstran (pop. 8,600), Pontyrel (pop. 7,550), Seltaren (pop. 9,800)
Provinces: Fifteen low counties (each subdivided into various baronies and townships) and four wild marches: Cairn Hills [most of this march was recently given to Greyhawk], Western Abbor-Alz, Eastern Abbor-Alz, and Celadon Forest.
Resources: Foodstuffs, silver, electrum, gold, platinum, gems (I-IV)
Coinage: [Modified Aerdy] sterling duke (pp), gold duke (gp), bright (ep), shield (sp), common (cp)
Population: 751,850—Human 79% (S), Halfling 9% (lightfoot 80%, tallfellow 20%), Elf 5% (sylvan), Dwarf 3% (hill), Gnome 2%, Half-elf 1%, Half-orc 1%
Languages: Common, Halfling, Elven
Alignments: LG, NG*, N
Religions: St. Cuthbert (among rural folk), Pelor, halfling pantheon, Lydia
Allies: County of Urnst, Greyhawk (distrusted), Nyrond (distrusted), Furyondy
Enemies: Iuz, Bright Lands, Rhennee

Overview: Urnst is blessed with ample access to both the Nyr Dyv and the Nesser River, waterways that provide critical passage for the duchy's legendary mineral wealth and foodstuffs (mostly seasoned sausages and rye).

Likewise gifted with a moderate climate, the farms of Urnst produce crops in all but the deepest winter Summer rains commonly flood the banks of the Nesser well south of the capital; wise farmers construct low stone walls around their fields, building outbuildings on short stilts. The famous rolling foothills of the north prevent serious flooding there, and make for breathtaking landscapes remembered in travelogues read across the Flanaess.

Though Urnst enjoys natural defenses on every border, standing border armies have long augmented the nation's strength. Problems from the old Bandit Kingdoms, Rhennee, desert nomads, primitive hill folk, and the odd band of ravaging nonhumans have found swift solutions under the well trained hooves of the Bar Rampant, Duke Karll's elite cavalry, stationed in Seltaren.

 

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